Difference between revisions of "Holy War"
From Worms Knowledge Base
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{{ParentArticle|[[Schemes]]}} | {{ParentArticle|[[Schemes]]}} | ||
{{ReplayBox|Holy_War.wagame|An example of a Holy War game with Random00,|SPW, Balee and Crok; taken from [[Worm Olympics]]}} | {{ReplayBox|Holy_War.wagame|An example of a Holy War game with Random00,|SPW, Balee and Crok; taken from [[Worm Olympics]]}} | ||
+ | [[Image:Holy_war.png|thumb|Build girders and say your prayers!]] | ||
{{Game_setup | {{Game_setup | ||
|file=Holy_war.wsc | |file=Holy_war.wsc | ||
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− | The | + | The '''Holy War''' scheme revolves around lobbing [[Holy Hand Grenade]]s across an empty map, while filling that map with countless girders. Along with [[Girder Starter Pack]]s and Holies, players are also provided with unlimited [[Parachute]], [[Bungee]], and the invaluable [[Teleport]] to help them move around. The first few turns of the game usually see players spamming the map with girders, building funnels, bridges, blocking shots and, for the more insidious player, imprisoning enemy worms in tight spaces. |
A steady supply of utility crates spice the scheme up, giving players a strong incentive to establish access routes around the map for collecting them (and denying other players the same ability). Due to a unique quirk in the crate generation code, the occasional weapon crate also appears - and it always contains a superweapon. | A steady supply of utility crates spice the scheme up, giving players a strong incentive to establish access routes around the map for collecting them (and denying other players the same ability). Due to a unique quirk in the crate generation code, the occasional weapon crate also appears - and it always contains a superweapon. |
Revision as of 17:00, 18 December 2009
W:A replay: An example of a Holy War game with Random00, SPW, Balee and Crok; taken from Worm Olympics | |
Download · Info |
Game setup |
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Scheme |
Holy war: |
Map |
A blank map (usually, a single speck is included, as this ensures a unique arrangement of starting girders) |
Worms |
As many as possible |
The Holy War scheme revolves around lobbing Holy Hand Grenades across an empty map, while filling that map with countless girders. Along with Girder Starter Packs and Holies, players are also provided with unlimited Parachute, Bungee, and the invaluable Teleport to help them move around. The first few turns of the game usually see players spamming the map with girders, building funnels, bridges, blocking shots and, for the more insidious player, imprisoning enemy worms in tight spaces.
A steady supply of utility crates spice the scheme up, giving players a strong incentive to establish access routes around the map for collecting them (and denying other players the same ability). Due to a unique quirk in the crate generation code, the occasional weapon crate also appears - and it always contains a superweapon.
Despite not being popular in leagues or tournaments, the scheme is remarkably consistent, rarely deviating from the settings it is commonly played with. One variation however sees the scheme played without parachute (to reduce luck of the wind) and - more significantly - without retreat time, which makes dropping a Holy Hand Grenade for an easy kill a far riskier venture.
External links
- Holy War on Nanacide
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